I'm Tired of Being a Nice Dungeon Master

Our play group has gotten back into playing D&D 5e after taking a significant hiatus off. As I have gone back into this recent play setup, picking back up our long term campaign of level 14+ characters, it has really become apparent to me that the players at my table have built their characters for a very specific style of play. That style of play is just a "max damage during combat" build and almost nothing else. 

This came to my attention at one of our first sessions back when my players needed to enter into an abandoned dwarven watchtower to find two adult white dragons. I was surprised that the players had almost no abilities or skills to navigate even basic obstacles in the dungeon like locked doors, basic traps, etc. Now, these characters were level 14 at the time of this specific dungeon crawl. Not a single player had any lock picks, no one took a a spell like "misty step" or other similar spells to get past a simple barred portal.

So, I at first felt a bit bad. I had to change some of the dungeon design to accommodate the players, but I was a bit surprised at the lack of basic dungeoneering ability. The issue came up again a few sessions later when the characters were getting into some significant dwarven areas and mines. No one in the group chose dwarven or elven as languages to speak. We have every exotic language in between, but not the next two most common languages next to common. 

I eventually just decided that it's too bad. Those players are going to need to be creative players at the table to come up with solutions to the basic dungeon problems if their characters don't have the tools at their disposal. I felt my players were expecting me to hand them a direct route to thei dragon at the end of the dungeon with their full health and resources available to them to throw their max damage down. 

Don't get me wrong, I am still providing them plenty of combat and other things they can role-play or skill check their way through, but they are going to continue to get the "basic" dungeon tropes such as traps, puzzles, locked doors, etc. that are found in any classic adventure.